* Adds Syndicate Infiltration Team
Goals:
- Provide a way to introduce a group of co-operating traitors, e.g: for
events.
- Provide a way to draw several ghosts into the round at once.
- Provide a way to enable additional objectives (e.g: kidnap) traitors
don't currently have a way to complete.
- Provide an evil counterpart to the Emergency Response Team.
Main:
- Creates a new "Send Infiltration Team" verb under Secrets -> IC for
admins. This verb creates a team of syndicate infiltrators, drawn from
ghosts.
- The infiltrators themselves are prespawned with stealth items
(including 20 TC uplink implants, dust implants, chameleon jumpsuit,
etc).
- The admin who invokes the SIT chooses their mission. It can be
anything.
- This team has their own shuttle, with 3 docking points on the
Cyberiad: arrivals maint, eng maint, and sci maint.
- Their shuttle has blast doors, and a small shuttle brig for abducting
Cyberiad crew.
Misc:
- Creates an 'emag_immune' attribute for doors (and pod doors). Applies
it to SST, SIT and nuke ops main doors. SST application prevents an
exploit. SIT/nukeops application prevents failzerg.
* check_rights, color codes
* Improved Options
- Added PDA painter to SIT spawn room, to prevent SIT members from
metagaming the SIT by identifying them from their PDA color.
- Added food, drinks, and laundry machine/crayons (to recolor gloves) to
the SIT spawn room.
- Added team size prompt for issuing admin, to allow them to send larger
or smaller teams.
- Removed storage implant from the list of things SIT team members spawn
with. In most cases, they will have plenty of TC to buy one if they want
it.
- Fixed action button sprite on dust implant. No longer displays as
blank.
- Added the number of TC each team member gets on spawn as an
admin-configurable option when using the verb. 20-30 is suggested.
- Updated memories ("Notes") given to each SIT member upon creation.
- Fixed a bug with SIT team size which was sometimes causing one less
person to spawn than was intended.
* Minor Improvements
- Made SIT members show up on antaghud, and to each other. Rather like
nuke ops.
- Made SIT members start out with a flashlight in their backpack, so
they can more easily find their way into the station from maint, without
bumbling around in the dark.
- Removed manhack grenade from SIT shuttle, replaced it with a welding
tool. Subtle hint to break the wall into the station.
- Added option for admins to spawn a Syndicate Officer to brief the team
before they go. The officer does not go with the team. They're rather
like ERT Directors briefing ERTs before they are sent out. Optional
fluff.
* Map Area Tweak
* Fixes potential SST exploit with c4-ing mech door
* Tiger
* World's smallest merge/Travis fix
* Renames Officer to Management Consultant
* Removes protected var blocking C4 on poddoors
* Removes emag_immune property for doors
Cleans up those nasty trailing returns, colons, and other clutter. Also
went ahead and removed the colons from the original mindslave code I
copied.
Converting loyalty implanted crew now results in a shorter zealot
duration. Previously, all crew was a zealot for 10 minutes, now crew
that is loyalty implanted AT THE TIME OF CONVERSION remains a zealot for
only 5 minutes before deconverting.
Start of porting the /tg/station mecha update.
This commit only cleans up the code and adds the proper dependencies for
the mecha.
- Removes relative pathing from /datum/events
- Updated Process_Spacemove() to use
atom/movable/proc/get_spacemove_backup()
- Basically just makes launching off of unanchored objects in space an
OOP behaviour
- Removed styling atrocities and relative pathing from most of the mecha files.
- Notable exceptions:
- code/game/mecha/mech_bay.dm
- code/game/mecha/mech_fabricator.dm
- code/game/mecha/mecha_construction_paths.dm
- code/game/mecha/mecha_parts.dm
- code/game/mecha/mecha_wreckage.dm
- code/game/mecha/paintkits.dm
- Removed dyndomove/dyndoattackby/dyndobulletact. No more icky dynamic
calls. Replaced by specific code for the 3 modules that used it.
- Refactored module cooldown. It now uses addtimer, and power usage is
hooked directly into the cooldown calls.
- Added atom/movable/proc/has_buckled_mobs(). Currently not that useful,
but, necessary for porting the multi-buckling system from /tg/.
- Split code/game/mecha/equipment/tools/tools.dm into multiple files.
- Removed snowflake behaviour from exosuit drill. It now calls
turf.drill_act(src).
- Different from /tg/: Allows you to drill any wall/floor normally.
- Drill no longer gibs mobs. It deals 80 organ damage instead.
- Drill can be used to harvest dead mobs.
- Removed all global_iterator systems from mecha and mecha equipment.
Everything now uses object processing.
- Mecha now have a turn sound variable and step sound variable. Updated
all subtypes to use these instead of snowflake domove procs.
- Removed mecha_do_after, mecha now uses the normal do_after.
- Removed enter_after, same as above.
- /obj/mecha/Process_Spacemove no longer strangely calls the user's
spacemove.
- /obj/mecha/return_pressure now uses return_air instead of copypasted
cabin air detection.
- Same for /obj/mecha/return_temperature
- Added /obj/mecha/Exited. Basically, properly clears occupant refs,
even if they teleport out/otherwise exit improperly.
- Added hooks for mecha action buttons; Didn't implement them yet.
- Moved mecha UI to code/game/mecha/mecha_topic.dm
- Fixed turfs not updating atmos when ChangeTurf(/turf/space) is used.
- Updated visible_message and audible_message. Both now use
get_mobs_in_view() to ensure that mobs inside containers can see
messages.
- Removed /obj/item/mecha_parts/mecha_equipment/tool subtype. It had no
use. Any subtypes are now just subtypes of
/obj/item/mecha_parts/mecha_equipment.
Now ferry requests will only be displayed to admins who have at least
one of the permissions needed to actually move the ferry.
Also fixes the buttons (Such as the follow button) being displayed
twice for ferry request messages.